Absolutely awesome script! We use our own custom game engine as well, so tools like this really help streamline the workflow from max -> game engine.

But I would really like to make a suggestion that I think would fit right in… it would be to add an option to batch export out with rotation HARD SET to (0, 0, 0), so that my individual object files are all properly oriented and zeroed out on the export.

An example would be if I made an asset that contained a bunch of sub assets (for ex: a metal sphere with a bunch of bolt models oriented to the outer surface), I might decide I want to export the bolts as their own separate asset… currently, if I exported one of those bolts, it would export with its current rotation and it would be all offset when I tried to use it again in a later project. That requires the extra step of having to re-orient one of the bolts to 0,0,0 rotation before exporting, in order to be able to be a placeable asset later on…

So basically, would LOVE to see something just like “move objects to (0,0,0)”, except “rotate objects to (0,0,0)”

Hi Jos,
Can you please tell me what are the settings for exporting to Unity? Because I tried everything out (or I think I did) and I can’t figure out the right combination of settings. I get either -90,0,0 on rotation or 0,0,0 and mesh turned 90 degree. Thank you!

Hi, you’ll have to restart for max to pick up the new macro. I’ll look into making this better so it’s immediately listed. – Edit, I’ve uploaded a new version that will list the macro immediately when installing the script.

He Jos,
amazing work you did!
I’m currently converting max scenes to fbx. On some scenes I got an error and therefore the batch exports stops. If I load the scene manually into max and export as fbx, it works.
I found out that its caused by the “Reset geometry” option. Unfortunatly I need that because otherwise objects will have wrong rotation values.
This is the error message:
– Runtime error: Attempt to access deleted scene object
Here is the max file: https://ufile.io/20ayi

Would be amazing if you could take a look at this. Thank you very much.

Sorry for my noob question, I’m kinda newbie to Unreal and just found this script. This script can export an entire scene of separate meshes in 3ds max to Unreal, at the proper positions where all the models are in my scene in 3ds max and with pivots placed where I placed them in max, am I right?

I have a scene of 2000 objects (a house actually, made in Max 2017). So, can I use this script to transfer the whole scene with working pivots and positions and etc. in Unreal??

Hi. Jos. i just appreciate for this nice script.. i am using this some times. but i am facing a issue.. while importing multiple files in Inches… it dont works.. Lets say if i am importing 3 files in a row.. i set Inches in the units to be be imported…but after import..i found only 1st file is in inches and other ware imprted in Meters format.. can it be solved…

Yes, you need to use the FBX presets for that.
- Create a new fbx preset and save it somewhere on disk
- Select this preset in the advanced options in my script
This will apply the preset options to all exported objects.

thank u jos ..for the replay. But i want to import files into 3ds max ..i dont do any export thing so please advise me any tip to import multiple DWG files into 3ds max in INCHES format. I am still facing the the issue . i had to do the importing manually. in inches every time. Hope there is some solve.
Thank u in advance Jos.

I don’t know why 3DsMax haven’t caught up to a simple script like this one.
Thank you so much, all this time I have had to export multiple objects singularly.
This is going to save me a TON of time, again thank you.

Hi,
I found a bug. I you have a “:” in the name of your object, than you get empty files, with cut off names. Maybe not even a script bug. Just wanted to let you know!
Apart from that, thanks for the script. Wanted to write it on my own, but why should I do this, when it already exists.

hi jos ! thanks for the script.
the question has been asked before. but i can’t see how you do to achieve a perfect export to unity. i always end up with a -90 somewhere. how do you achieve it ? i have seen that it may be caused to the reset Xform applied “before” the transformation. are you planning on update the script ?

Just wanted to say thank you for creating this incredibly handy plugin, this has been saving me so much time batch exporting! I do have a bug that I can’t seem to find the solution to:

Exporting multiple UCX (collision) for one mesh does not seem to be working. It doesn’t seem to like the UCX_meshname_00, UCX_meshname_01 naming structure. If I export a single UCX collision with my mesh (rg. UCX_meshname) without the number at the end, it works.

Any chance I’m doing something wrong? Do I need to group up my mesh and collision?

I am trying some scripting myself atm, could you please tell me how you did the
Import/Merge/Replace radiobutton options in the import window of your script?
Are you accessing the dialog options of the import window when it is created using .NET (somewhat like this http://forums.cgsociety.org/showthread.php?f=98&t=639812&page=1&pp=15&highlight=sendmessage)? Or are you using another method.
I am strugling with this atm as I’m trying to batch import and want to set the import dialog radiobutton to the same options each time. Thank you very much

Radio buttons are defined with this line:radioButtons rbtImportType labels:#("import","merge","replace") default:(_data.optionImportType.Value())
I save the value to an ini file every time it changes. So at startup all the settings are read into the _data object.
Let me know if you need more info.

Hey, been using the script for a long time – Amazing time saver! I have one issue though, there is often a long delay when exporting from certain .max files – often ones that have had many iterations/changes over a long time.

I’m exporting as FBX in Max 2014 with FBX 2014. The rotate before export option seems to apply BEFORE resetting the transforms. So it effectively does nothing.

In Unity when you zero out the rotation on the imported object (Unity applies -90 x rotation automatically) it’s still on it’s side.

Is this how the exporter is intended to work?

Because if I rotate it on it’s side in Max then reset, then export. It imports into Unity fine (after zeroing x rotation). So if your exporter could do this (rotate THEN reset) it would work much better maybe.

Hi, the rotate happens after the reset (just double checked my code). I don’t have time to check in unity. Just to double check; Make sure you have the checkbox checked next to rotate. Does it work if you don’t do the reset? Cheers

Yeah I tried lots of configurations, different rotation settings in the exporter, in max, before and after resetting transforms. I even tried with the FBX exporter option set to both Z up and Y Up, never seems to effect anything anyway.

But you’re saying it does indeed rotate AFTER resetting. Isn’t this the problem. Maybe this is desirable for people using UDK, I’m not sure but for it to be useful for Unity, it just needs to rotate, then reset then export, then return to how it was in Max.

Great Script It saves all kinds of time. I was wondering is there any that it will create a seperate group for each file selected to import. I got like 200 max files of car hoods that I want in one file.

If you’re batch exporting multiple max file there is no option for it atm. If you export one scene at the time you can try to select the bones (group it) and do a export selected. I can add a object type export filter (if you purchase a commercial version)..

Thanks for the script it is very helpful.
I have a problem with it. I have group of objects. In this group, I have a lot of objects and also have several objects linked together in a hierarchy. For example: I have Object “Door” and object “Wing_Door”, objects “Wing_Door” is a child of the objects “Door”. When I export this group I created one fbx with all objects on the group without “Wing_Door” and one fbx with only “Wing_Door”. Can I export this group to one fbx? Could you fix it.

-can you add a rename after/during import option for fbx files? When i have multiple fbx files and they contain objects with the same name, the objects with the same name will not import.

-Is it possible to add a rotate pivot 90 degrees option to the export options? When exporting files from 3ds max to Unity, I always need to rotate the pivot along the X-axis myself to have the rotation within Unity at 0,0,0 for all axes. This is due to the fact that Unity and 3ds max use a different coordinate system (y-up vs z-up )

I hope you can incorporate these features in the plug-in, it would save even more time me

Great script, Just curious on the groups function- In max 2014 It doesn’t seem to automatically save groups to one file unless I check ‘collapse groups’, but collapsing a group to a single mesh isn’t always ideal.

Hi Vasily, I just tested the group export with collapsed turned on and turned off. They both seem to work fine.
What export settings are you using? Is it possible to send me a test scene or repro steps? Thanks, Jos

Hey, I’ve just started using your script for unreal, and have noticed that if i export a batch of fbx it seems to change the scale of the exported meshes. If I change nothing and just export a single mesh, the mesh’s scale does not change ?

Hi Dan, If you leave reset geometry checked it resets the scale of the object. So scale information will get lost. If you’ve previously exported those with scale, they will indeed change in the editor. I wouldn’t recommend exporting objects with scale applied to unreal. Let me know if you need more information! Jos

Hey thanks for the reply. reset scale is off, the only thing i have checked is zeroing the meshes. I made sure everything is set to 100% scale, and the x forms have been reset and I still get the problem when batching the export. It still works fine if I export the meshes individually.
Cheers
Dan

Thanks for the script! but when I try to import multiple OBJ files, I receive a dialogue with Import Name Conflict. Then have to hit the OK button for each entity.
Is there an option to automatically rename, or an ‘apply to all’ type of function during the import process?

Great work! Exactly what I needed.
Just one think could be improved. I was trying to import multiple .iam files from Inventor, everything works fine, but the import options works just on the first object select. For example, I selected 3 objects and set mesh resolution to 10, what happens is that just the first object receive this information. I was wondering if it is possible to fix it.

I´m having a similar problem, but in my case when importing Illustrator .ai files. I would like to import them as “Single Object” in “Shape Import” dialog of the Illustrator importer. It seams it only remember the option for the first file. I´m running max2015 as administrator.

If you could have a look at this, you will save my life as I have to convert thousands of .ai files to dxf.

Unfortunately I don’t have access to the import settings of the Adobe Illustrator importer. It’s probably just using the default. If you do it manually twice, does it saves the option the first time? I don’t have illustrator so can’t test. If you send me some files I’ll have a look. Cheers, Jos

Having some issues. I am using the script in 3ds max 2014 and each time I import several OBJ’s at the same time (with both the import or merge options), it tries to replace the whole scene and asks each time “The scene has been modified. Save changes?” for every new OBJ is attempted to be imported)

Thanks for the scriptI believe i used this before and did successfully batch a folder relatively easily. Anyway… just wanted to give you kudos for being generous enoug to share and also the neat point-cloud eyecandy in your site header. Maybe, when i become powerful one day… I’ll be sure to enlist your help–hehe. Again Thanks a lot!